Expectation can be a terrible thing. For instance, I expected my local team, Derby County, to win at least a couple of games in the Premiership last season. But they didn't, and I was much more gutted/embarrassed than I would have been if I'd just gone into the season with the view that no matter how often Derby got pummelled, at least I'd have the chance to see some of the world's best players visiting 'my patch'. Then there was the time as a kid when I expected a bike for Christmas, and so was horrendously ungrateful when I ‘only’ got some cool trainers and a tennis racquet. And who can forget, of course, my 'obviously ridiculous' expectation that surely Konami would have got its head round making Pro Evolution Soccer work online with its latest attempt... Anyway, all of this overwrought nonsense is actually a preposterously convoluted and round-the-houses way of describing high-profile PS3 exclusive FPS, Haze. And what I’m trying to say is that Haze is a just-about-average game that becomes a really pretty shit one under the pressure of the mounds of expectation piled on top of it. To explain... If you come to Haze by accident, stumbling across it having miraculously avoided all the hype and buzz-talk surrounding this high-profile PS3-exclusive FPS, you might not hate it. Indeed, you might even glean a few moments of pleasure from it here and there, especially if you've also never played a true next-gen FPS star like Halo 3, Bioshock, Call of Duty 4, Half-Life 2 or Gears of War and so don't have a high frame of FPS reference. However, if you've felt so much as a raised pulse rate at the hype for Haze, or enjoyed a truly high quality FPS at any point in the last 18 months, Haze might very well make you want to cry. Seriously, the game fails - or at least falls short of where it should - in pretty much every department. For starters, there's the story. In synopsis form it doesn't look bad; there's the potential for some neat 'anti-war', 'anti-big business' messages to get in there, and perhaps a little morality ping pong to keep things interesting as you switch sides in your fight and then start to worry that your new cause is actually no better than your old one. But the reality is that the game's script is so amateurishly written and presented that it falls totally flat, and entirely fails to give you any kind of emotional connection with what you're doing, no matter what side you're on. At least part of the blame for this has to lie squarely at the door of the game's cut scenes, which despite often being rather lengthy are also generally vapidly or pretentiously scripted, and presented with all the cinematic flare of a breeze block. Not to put too fine a point on it, just one of the hundreds of cut-scenes in Grand Theft Auto IV has more character, with and impact than all the cut scenes in Haze put together. Even worse, because the story fails to engage you and so always seems considerably less important than it thinks it is, you get a few truly cringe-worthy moments where the game designers clearly think they're delivering a big emotional punch with a particular line or scene when in fact they're just embarrassing themselves. The 'Don't tell my mum' moment is a classic case in point. Shudder. Another big failing in the story is way it lets you play with the potentially quite cool 'NECTAR' powers of the Mantel soldiers for a level or two, and then rips them unceremoniously away for the rest of the single-player game, never letting you have them back. Given that NECTAR tricks include enemies becoming more visible and a hilariously powerful melee ability, it seems really crazy, almost perverse to give you nothing but a quick hands on with these potentially intriguing combat possibilities before leaving you to rue their loss for the rest of the campaign! Next to annoy is the AI - or rather, lack of AI - of the console-controlled characters. Basically, they're thick as pig-shit. In fact, scratch that; your console-controlled team-mates are actually thicker than pig-shit, for at least your average pile of pig-shit doesn't run in front of its other pig-shit friends' guns at every possible opportunity. Nor does it somehow contrive to run under the wheels of an unmissably vast friendly vehicle that’s moving at roughly the pace of middle-aged snail (as happens repeatedly during the truly painful Boa Bridge sequence). As for the enemy AI, I lost count of the number of times I'd charge around a corner to find an enemy soldier just standing there, stock still, refusing to move under any circumstances until I'd shot his face off. Clearly this sort of rank enemy stupidity does not an intense shooter make. Also mostly crap is the game's level design. Far too often combat feels like an excitement-free drudge; a case of simply standing near a bit of scenery and picking enemies off in the distance with no real tension or intensity involved at all. And to make matters worse, you can't even 'use' the scenery in a proper cover system like you can in Gears of War, GRAW, Rainbow 6 or even GTA IV. This really limits your involvement with your environment, and drastically reduces the amount of strategy you can bring to the table as you approach a new section. The net result of all this is that you nearly always feel like you're just playing a game - and a bland one at that - rather than feeling as if you're actually experiencing some sort of critical event, as happens constantly with COD4, Gears of War and Bioshock. If the main shooting-shit-up bits of Haze are generally poor, though, the driving sections that provide transitions between many of the game's locations are truly lamentable. Control of the vehicles is so unconvincing, slipshod and frustrating that it's hard to believe anyone at Free Radical has actually tried using them at all. I even had a genuine 'Austin Powers' moment for god’s sake where, through little fault of my own, I got my rebel jeep neatly jammed between two valley walls, requiring a truly mind-numbing amount of forward and reverse before I could finally free myself and continue down the road. I also found it very frustrating during the driving sequences that I wasn't able to rotate the camera right around the vehicle; only around 180 degrees or so seemed to be possible, often making it aggravatingly hard to spot where fire was coming from. The final nails in the gameplay coffin are that the single-player campaign is way too short - most players will have completed it within 8 hours tops - and that it provides practically no incentive to keep you playing even during those 8 hours. For instance, the story isn't compelling enough; there's hardly any understanding of pacing; there are far too few real stand out moments or grand set-pieces (I finished one of the game’s rare ‘boss’ battles in a second with a single head shot!) to keep you interested; the characters aren't engaging enough; the lack of variety in the enemies is depressing; and the general lack of imagination and visual flare on show removes any sense of anticipation about what might be just around the corner. If I take off my expectation-tinted spectacles for a moment, I might see that there are one or two moments where Haze’s Campaign comes to life. It’s certainly more fun – if only marginally – if you take advantage of the provided four-player co-op option. Even though my experience is that you and your team-mates will spend most of your time bitching about how much better the game should have been! There’s a bit, too, where you have to fight your way through a ruined hotel that oddly contains moments of genuine tension, atmosphere and intensity. I also quite enjoyed the ‘observatory’ section, and found the checkpoint ‘save’ system generally well judged (except for the way a co-op save game overwrites any previous single-player save you may have going). But the simple facts of the matter are that for every one of Haze’s good points, there are a dozen others where it just doesn’t make the grade. |